And Enchanting Gets

Originally Posted by mercutiouk

This...all of this.
TBC crafting was actually interesting, there was something in the professions that gave them a unique edge (mostly towards gear). I'd dearly like to see a return to crafter specific gear. The whole thing with master sword/mace smither was exactly the right way to go. A weapon you can upgrade with stuff that drops from the current tier of raiding.
The idea of merging profs - again, not bad. Engineering already has a bit of "scavenge mechanicals for parts". Give them some craftable stuff that needs this loot. Smithing and Engineering could give mining with a few specific extra bits that drop for each flavour (pass as to what).

This makes no sense as my toons are classified for farming drood does herbing - fly fly herb. My rogue also herbs and has the flask spec whilst the drood is transmute for the procs - 9 toons all trades balanced how I see fit - I do not wish Blizzard to tell me how to manage my toons.

This type of request is pathetic and stupid and would lead to even more standardisation of play styles - please do not encourage further genarlisation of the game in this area.

Yes I do miss the specialisations but feel having BS for example being able to make everything is far better than having to level three for different gear. So, vanity items or epic character bound/account bound gear for quests for trades gets my vote but generalisation of the trades is a no no as far as I am concerned.

Last edited by Thorfisnson; 2013-04-15 at 10:42 AM.
Reason: Change Title

I wish this was a multiple choice thread >.< . Because if its going to suck and be useless with maybe a few useful things *cough*engineering*cough* whew that was a nasty cough. But anyway, if it is cool and useful and isn't a bitch to level then i'm all for it.

As said, what is needed is a significant revamp of the old professions rather than new ones. Some things I would like to see:

- Profession specific quest lines awarding high quality gear or vanity items.
- More personal benefits for taking a profession; high end BoP gear, for instance.
- Reintroduction of specializations with rewards for completing specializations.
- Merge the gathering professions with their respective crafting professions; Blacksmiths and Engineers automatically get mining, Scribes and Alchemists automatically get Herbalism, etc.
- Reagent traders similar to Ink Traders for all professions, enabling farming of high level mats to be exchanged for low level ones.

This is exactly the idea that would revitalize the professions for me! I especially would love to have the gathering skills merged into the crafting ones, no need now not to..would it be an adjustment for the gathering professions at first since they make their gold off people unwilling to do it themselves..sure, but in the end people will still be lazy/time crunched and buy mats.

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I'd actually remove some of gathering professions to be honest and merge them into their respective crafting professions.
Blacksmithing and JC would receive Mining (while BS gets Smelting, JC gets Prospecting)
Leatherworking would receive Skinning
Inscription and Alchemy would receive Herbalism

Basically make it like Tailoring which can support itself with materials. You get a perk that greatly boosts cloth drop rate as Tailoring, this is equivalent to "cloth gathering" profession.
Mining can at least process ores into bars if needed, Skinning is fucked on the other hand because in order to make heavy leathers or patch the scraps together you need LW.

I level my crafting professions without having gathering ones , I just buy everything from the ah , I don't see why there is room to QQ about it...

On topic:
Introducing a new main profession would be just retarded when you have others that can be remade to become better *cough* engineering *cough*

Most people I know level their profession's through the AH. I have not gathered a node in years, because even on alts I don't want to lose out on the secondary stats. Which is the whole point, which you are obviously completely missing

Leatherworking: Craft bows and create enchants specific for bows (set Engineering enchants for ranged weapons specifically to guns... no more scopes on bows), add a new set of melee weapon enchants from LW that are on-par with some of the weapon chants you get through Enchanting (and set it so that LW enchants don't give off those annoying-ass rave party glow effects... add like fancy hilt grips, counterweights, etc. that are visible on the weapon - however subtle they may be)

First Aid: Allow first-aid to create unique raid buffs that are on-par with Alchemy, such as bands that increase agility or shin/elbow guards that increase strength (I know I'm grabbing for it here, but bear with me). Also, allow first aid to create bandages for pets in/out of Pet Battles.

Archaeology: Create and research batches of artifacts that will give on-use damage buffs to certain types of mobs or bosses. Example: research fossil artifacts that will give you a 2% increase in damage to beasts, or research Burning Legion artifacts that will give you a 2% increase in damage to demons.

I wouldn't mind seeing another prof that uses mats from a different one, like Engineering/Blacksmithing/Jewelcrafting, and Inscription/Alchemy using the same groups of materials (more or less). Something combining Leather & Cloth, maybe?

Mostly I'd just like to have a prof to give to at least one of my alts with a duplicate gathering profession something new to do.